recording brink footage as an actual video file.


(DarkangelUK) #21

Q3MME is a perfect example of how it should be done, full complete control, cameras take no time what so ever to set up, you can apply frameblending during capture, unlimited frame rate output, sound capture, and best of all… rewind demos and play the camera back in game!


(murka) #22

[quote=DoubleDigit;219705]I’d say it’s a world’s difference. The whole editing, exporting took me 8 hours. How much time would you waste with scripts? How easy is it to jump around in the recordings to find that moment you want to show? How easy is it to set up a camera point of view without exporting the level into another editor just to trace a camera path?

As with everything else, the easier and accessible the controls are, more time is dedicated to the actual end result, instead of wasting time wondering how to achieve something.[/quote]

I just gather coords and input them, then i export the script. Shouldn’t take more than 15min.
Setting up a cam… I noclip to a position i want and take coords, quite simple.
In about 3-4hrs time i pretty much made all the camera scripts i needed plus rendered them. Then some more time rendering 1st person action. If anywhere, then time is mostly wasted on rendering, not setting up a camera.


(DoubleDigit) #23

You do realize you’re coming up with excuses for the developers here right?


(murka) #24

No, i don’t mean the system is perfect, but the way they’re doing it is quite good. Surely they will have improved the system in brink.


(Ashog) #25

Dare to say, in 10 years most of the vids will be done using fraps-like capturing soft, but not during the actual gameplay of course. It’s obvious that in 7-10 years most people will have hardware capable of video capturing from demos without fps loss or visible lags. It works for me in most cases already, but hey, etqw has 30 fps limit in demos/animations, so smooth 60 fps capture would be hard at the moment (even if ETQW supported it), I suppose.


(DarkangelUK) #26

As hardware evolves, so does the demand from games on said hardware to run it smooth. Fraps is not an easy option for the masses because it requires a decent system to run the game and capture at the same time… perfecting in-game frame capturing can be used by anyone, regardless of their system.